Swords-Wizardry-Complete-revised
Swords-Wizardry-Complete-revised
Swords-Wizardry-Complete-revised
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Creating a character<br />
Table 17: Thieving Skills<br />
Level<br />
Climb Walls<br />
Delicate Tasks<br />
and Traps<br />
Hear Sounds<br />
Hide in Shadows<br />
Move Silently<br />
Open Locks<br />
1 85 % 15 % 3 in 6 10 % 20 % 10 %<br />
2 86 20 3 in 6 15 25 15<br />
3 87 25 4 in 6 20 30 20<br />
4 88 30 4 in 6 25 35 25<br />
5 89 35 4 in 6 30 40 30<br />
6 90 40 4 in 6 35 45 35<br />
7 91 45 5 in 6 40 50 40<br />
8 92 50 5 in 6 55 60 55<br />
9 93 60 5 in 6 65 70 65<br />
10 94 70 5 in 6 75 80 75<br />
11 95 80 6 in 6 85 90 85<br />
12 96 90 6 in 6 95 100 95<br />
13 97 100 6 in 6 100 100 100<br />
14 98 100 6 in 6 100 100 100<br />
15 99 100 6 in 6 100 100 100<br />
16+ Remains at 99 Remains at 100 Remains at 6 in 6 Remains at 100 Remains at 100 Remains at 100<br />
Some non-human Thieves gain bonuses to certain thieving abilities, as described in the table below:<br />
Table 18: Non-human Thief Bonuses Table<br />
Race<br />
Climb Walls<br />
Delicate Tasks<br />
and Traps<br />
Hear Sounds<br />
Hide in Shadows<br />
Move Silently<br />
Open Locks<br />
Dwarf - +10 - +5 +5 +5<br />
Elf - - - +15 +10 -<br />
Half-Elf - - - - - -<br />
Halfling - +5 - +10 +10 +10<br />
Table 19: Thief Advancement Table<br />
Level<br />
Experience Points Required<br />
for Level<br />
Hit Dice (d4)<br />
Saving Throw<br />
1 0 1 15<br />
2 1250 2 14<br />
3 2500 3 13<br />
4 5000 4 12<br />
5 10000 5 11<br />
6 20000 6 10<br />
7 40000 7 9<br />
8 60000 8 8<br />
9 90000 9 7<br />
10 120000 10 6<br />
11 240000 10+1 hp 5<br />
12+ +130,000 +1 hp/level Remains at 5<br />
Changing Character Class<br />
Dual-Classing<br />
Single-classed Fighters, Magic-Users, Clerics, and Thieves can change<br />
character class, progressing in the new class and abandoning the old one. The<br />
only limitation is that Magic-Users may not switch to become Clerics, nor<br />
can Clerics switch to Magic-User. In order to change class, the character must<br />
have a minimum attribute score of 16 in the Prime Attribute of the new class.<br />
Further rules are up to the Referee, who will take into account that advancing<br />
in the new class would be quite fast, since the low levels do not require as<br />
many experience points for advancement. One possible way to limit a rapid<br />
rise in hit dice for one of these “dual-classed” characters is to reduce the<br />
amount of XP given to the character from adventuring, dividing all gained XP<br />
by the level at which the character made the switch. Thus, a 5th-level Magic-<br />
User who switches to become a Fighter (keeping the Magic-User powers)<br />
would divide all awards of experience points by 5 for gaining Fighter levels<br />
until becoming a 5th level Fighter. Note that switching classes would not<br />
allow the character to have more than 9 full hit dice no matter how many total<br />
levels were gained. Obviously, too, the character must be behaving mainly in<br />
the capacity of the new class, relying on the abilities of the former class as a<br />
secondary or even last-ditch resort. There are many possible ways to handle<br />
such “dual-classing,” and the Referee is the ultimate decision maker on how to<br />
handle it.<br />
Taking the Vows of a Paladin<br />
A Fighter of Lawful alignment may at any time take on the vows of a<br />
Paladin, and become a member of that class, provided the character has<br />
a Charisma of at least 17. The Referee will decide how to handle such<br />
matters as the level, hit dice, and experience points the character has after<br />
making this change; it is strongly recommended that the character not<br />
actually gain experience points by changing classes, however.<br />
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